TENUKIS v0.5.1


動画からは違いが分かりにくいところですが、まず目に見える違いとして、時間を計測することにしました。
時間の計測には datetime.timedelta を用いてます。便利ですね。そして、 timedelta.__str__() は長ったらしい形式だったり精度が過剰だったりするんですが、 Python は文字列の切り出しが簡単でいいですね。自分でクラスを作るときも、冗長なテキストを出力するようにすれば切り出しで合理化できそう。


で、従来は消えたとき等の待ち時間について pygame.time.wait を使っていたのですが、それだと時計が止まって見えてしまうので、自前の wait を用意しました。実際には tick を wait 回呼び出すだけなんですけど。ただ、この tick も、その度に時計を描画したりするために、独自の tick を用意しました。
で、それとも多少関係するところで、キー入力については独自のクラスに処理をさせるようにしました。毎フレームの入力状態をチェックして、メインループからは簡単なチェックで処理できるように。
実は v0.4 までは、ミノを回転させた状態で登場させる処理がしばしば入力ミスになっていて、原因不明なるも入力周りを刷新しようと思っていました。で、今回改変したところ、特に理由はわからないのですが*1、正しく処理されるようになりました。うーむ…。
ソースコードは下記。ただし動画撮影時はこれ以上に汚いコードでした。(なので動画は v0.5 , この記事は v0.5.1 なのです。)

   # -*- coding:utf-8 -*-
import pygame
from pygame.locals import *
import random
from datetime import timedelta

SCR_W = 320 # 表示ウィンドウの横幅
SCR_H = 240 # 表示ウィンドウの縦幅

KEY_ROTATE_R = K_KP2
KEY_ROTATE_L1 = K_KP1
KEY_ROTATE_L2 = K_KP3

BG_COLOR = pygame.Color(128,128,128)

#MINO_SET = [MinoT, MinoI, MinoO, MinoZ, MinoS, MinoL, MinoJ]
MINO_COLORS = [(173, 216, 230, 255), (251, 182, 182, 255), (251, 251, 182, 255), (182, 251, 182, 255), (223, 186, 246, 255), (251, 226, 182, 255), (182, 182, 251, 255)]
MINO_SETTLED_COLORS = [(215, 236, 243, 255), (254, 204, 204, 255), (254, 254, 204, 255), (204, 254, 204, 255), (234, 207, 251, 255), (254, 237, 204, 255), (204, 204, 254, 255)] # MINO_COLORS各色をhslaのlにつき10%増やした物

class Mino:
    """ テトラミノの基底クラス """
    blocks =  None # blocksは左上を(0,0)とするブロックの配置 ( ( (x1,y1),(x2,y2)...),... ) の形式
    appearance_at = (3,1) #出現場所
    color_id = 1
    
    def __init__(self, field):
        self.field = field
        self.position = [i for i in self.appearance_at]
        self.rotation = 0 #現在の回転位置
    
    def get_blocks(self):
        """ 現在の回転位置に基づくblock """
        return self.blocks[self.rotation]
    def get_block_positions(self):
        """ 現在の各blockのfield上の座標 """
        return [(self.position[0]+block[0], self.position[1]+block[1]) for block in self.get_blocks()]
    
    def can_alive(self, blocks, position, field):
        """ position,blocks で定義されたブロック群が field で存在しうるか """
        for block in blocks:
            p = (block[0]+position[0], block[1]+position[1])
            if p[0]<0:
                return False
            try:
                b = field[p[1]][p[0]]
                if b != None:
                    return False
            except IndexError:
                return False
        return True
    
    def rotate_r(self):
        """ selfを右回転させる。 """
        if self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], self.position, self.field):
            self.rotation = (self.rotation+1)%len(self.blocks)
            return True
        elif self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], (self.position[0]+1, self.position[1]), self.field):
            self.position[0] += 1
            self.rotation = (self.rotation+1)%len(self.blocks)
            return True
        elif self.can_alive(self.blocks[(self.rotation+1)%len(self.blocks)], (self.position[0]-1, self.position[1]), self.field):
            self.position[0] -= 1
            self.rotation = (self.rotation+1)%len(self.blocks)
            return True
        else:
            return False
    
    def rotate_l(self):
        """ selfを左回転させる。 """
        if self.can_alive(self.blocks[(self.rotation-1)%len(self.blocks)], self.position, self.field):
            self.rotation = (self.rotation-1)%len(self.blocks)
            return True
        elif self.can_alive(self.blocks[self.rotation-1], (self.position[0]+1, self.position[1]), self.field):
            self.position[0] += 1
            self.rotation = (self.rotation-1)%len(self.blocks)
            return True
        elif self.can_alive(self.blocks[self.rotation-1], (self.position[0]-1, self.position[1]), self.field):
            self.position[0] -= 1
            self.rotation = (self.rotation-1)%len(self.blocks)
            return True
        else:
            return False
    
    def move_r(self):
        if self.can_alive(self.blocks[self.rotation], (self.position[0]+1, self.position[1]), self.field):
            self.position[0] += 1
            return True
        else:
            return False
    def move_l(self):
        if self.can_alive(self.blocks[self.rotation], (self.position[0]-1, self.position[1]), self.field):
            self.position[0] -= 1
            return True
        else:
            return False
    def fall(self):
        fell = False # 1行でも落ちたか否か
        while self.can_alive( self.blocks[self.rotation], (self.position[0], self.position[1]+1), self.field):
            self.position[1] += 1
            if not fell:
                fell = True
        return fell

class MinoT(Mino):
    color_id = 0
    blocks = (((0,1),(1,1),(2,1),(1,2)), #T
                    ((1,0),(0,1),(1,1),(1,2)), 
                    ((1,1),(0,2),(1,2),(2,2)),
                    ((1,0),(1,1),(2,1),(1,2))) #ト

class MinoI(Mino):
    color_id = 1
    blocks = (((0,1),(1,1),(2,1),(3,1)),
                    ((2,0),(2,1),(2,2),(2,3)))
    def rotate_r(self):
        if self.can_alive(self.blocks[1-self.rotation], self.position, self.field):
            self.rotation = 1-self.rotation
            return True
        else:
            return False
    def rotate_l(self):
        return self.rotate_r()
            
class MinoO(Mino):
    color_id = 2
    appearance_at = (4,2)
    blocks = [[(0,0),(0,1),(1,0),(1,1)]]
    def rotate_r(self):
        return False
    def rotate_l(self):
        return False
    
class MinoZ(Mino):
    color_id = 3
    blocks = (((0,1),(1,1),(1,2),(2,2)),
                    ((2,0),(1,1),(2,1),(1,2)))
    
    def rotate_r(self):
        if self.can_alive(self.blocks[1-self.rotation], self.position, self.field):
            self.rotation = 1-self.rotation
            return True
        elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]-1,self.position[1]), self.field):
            self.position[0] -= 1
            self.rotation = 1-self.rotation
            return True
        elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]+1,self.position[1]), self.field):
            self.position[0] += 1
            self.rotation = 1-self.rotation
            return True
        else:
            return False
    def rotate_l(self):
        return self.rotate_r()
    
class MinoS(Mino):
    color_id = 4
    blocks = (((1,1),(2,1),(0,2),(1,2)),
                    ((0,0),(0,1),(1,1),(1,2)))
    
    def rotate_r(self):
        if self.can_alive(self.blocks[1-self.rotation], self.position, self.field):
            self.rotation = 1-self.rotation
            return True
        elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]+1,self.position[1]), self.field):
            self.position[0] += 1
            self.rotation = 1-self.rotation
            return True
        elif self.can_alive(self.blocks[1-self.rotation], (self.position[0]-1,self.position[1]), self.field):
            self.position[0] -= 1
            self.rotation = 1-self.rotation
            return True
        else:
            return False
    def rotate_l(self):
        return self.rotate_r()

class MinoL(Mino):
    color_id = 5
    blocks = (((0,1),(1,1),(2,1),(0,2)),
                    ((0,0),(1,0),(1,1),(1,2)),
                    ((2,1),(0,2),(1,2),(2,2)),
                    ((1,0),(1,1),(1,2),(2,2))) #L
    def rotate_r(self):
        if self.rotation == 0:
            if self.can_alive(self.blocks[1], self.position, self.field):
                self.rotation = 1
                return True
            elif self.can_alive(self.blocks[1], (self.position[0]-1,self.position[1]), self.field):
                self.rotation = 1
                self.position[0] -= 1
            else:
                return False
        else:
            return Mino.rotate_r(self)
    
    def rotate_l(self):
        if self.rotation == 0:
            for i in xrange(3):
                if self.can_alive(self.blocks[3], (self.position[0]-i, self.position[1]), self.field):
                    self.position[0] -= i
                    self.rotation = 3
                    return True
            return False
        else:
            return Mino.rotate_l(self)

class MinoJ(Mino):
    color_id = 6
    blocks = (((0,1),(1,1),(2,1),(2,2)),
                    ((1,0),(1,1),(0,2),(1,2)), # 」
                    ((0,1),(0,2),(1,2),(2,2)),
                    ((1,0),(2,0),(1,1),(1,2))) #「
    def rotate_r(self):
        if self.rotation == 0:
            for i in xrange(3):
                if self.can_alive(self.blocks[1], (self.position[0]+i, self.position[1]), self.field):
                    self.position[0] += i
                    self.rotation = 1
                    return True
            return False
        elif self.rotation == 3:
            if self.can_alive(self.blocks[0], self.position, self.field):
                self.rotation = 0
                return True
            elif self.can_alive(self.blocks[3], (self.position[0]-1,self.position[1]), self.field):
                self.position[0] -= 1
                self.rotation = 0
                return True
            elif (self.can_alive(self.blocks[3], (self.position[0]+1,self.position[1]), self.field) and
                    self.can_alive( [[2,2]], self.position, self.field )):
                self.position[0] += 1
                self.rotation = 0
                return True
            else:
                return False
        else:
            return Mino.rotate_r(self)
    def rotate_l(self):
        if self.rotation == 0:
            if self.can_alive(self.blocks[3], self.position, self.field):
                self.rotation = 3
                return True
            elif self.can_alive(self.blocks[3], (self.position[0]+1,self.position[1]), self.field):
                self.rotation = 3
                self.position[0] += 1
                return True
            else:
                return False
        elif self.rotation == 1:
            if self.can_alive(self.blocks[0], self.position, self.field):
                self.rotation = 0
                return True
            elif self.can_alive(self.blocks[0], (self.position[0]-1, self.position[1]), self.field):
                self.rotation = 0
                self.position[0] -= 1
                return True
            elif (self.can_alive(self.blocks[0], (self.position[0]+1, self.position[1]), self.field) and
                    self.can_alive([[2,2]], self.position, self.field)):
                self.rotation = 0
                self.position[0] += 1
                return True
            else:
                return False
        else:
            return Mino.rotate_l(self)

class MinoGenerator:
    def __init__(self, field):
        self.c = 0
        self.field = field
        random.shuffle(MinoGenerator.kinds)
    kinds = [MinoT, MinoI, MinoO, MinoZ, MinoS, MinoL, MinoJ]
    def next(self):
        self.c += 1
        if self.c > len(MinoGenerator.kinds)-1:
            self.c = self.c % len(MinoGenerator.kinds)
            random.shuffle(MinoGenerator.kinds)
        return (MinoGenerator.kinds[self.c])(self.field)

class RenderableNumber():
    def __init__(self, screen, title, position, font_size=24, value=0):
        self.font = pygame.font.Font(None, font_size)
        self.screen = screen
        self._value = value
        self.title = title
        self.position = position
    def get(self):
        return self._value
    def set(self, v):
        self._value = v
        self.render()
    def __iadd__(self, v):
        self.set(self._value + v)
        return self
    def render(self):
        v = self.font.render( self.title+" : "+str(self.get()), True, (255,255,255), BG_COLOR)
        self.screen.fill( BG_COLOR, (self.position, (v.get_width()+self.font.get_height(), self.font.get_height())) )
        self.screen.blit( v, self.position)
        
class Score(RenderableNumber):
    def __init__(self, screen):
        self.font = pygame.font.Font(None, 32) # フォントを読み込む
        self.screen = screen
        self._value = 0
        self._text = self.font.render("score", True, (255,255,255))
        self.screen.blit( self._text, (260,0))
        self.render()
    def render(self):
        v = self.font.render( str(self.get()), True, (255,255,255), (128,128,128))
        self.screen.fill( BG_COLOR, ((self.screen.get_width()-v.get_width()-30, 32), (v.get_width()+30, 32)) )
        self.screen.blit( v, (self.screen.get_width() - v.get_width()-5, 32))

class Game():
    """ 1ゲーム """
    FPS = 60 #frame per second
    MSPF = 1000/FPS #milliseconds per frame
    MAX_ASOBI = 47 #設置後固定までのフレーム数
    MAX_DELETE_TIME = 8 #列が消える場合の次ミノ落下までのフレーム数
    MAX_WAIT_BEFORE_MINO = 25 #設置(&削除)後、次のミノの登場までのフレーム数
    WIDTH = 10
    HEIGHT = 20
    def __init__(self, screen, block_size=10):
        self.screen = screen
        self.block_size = block_size
        self.surface = pygame.Surface(( block_size*Game.WIDTH, block_size*Game.HEIGHT ))
        self.next_surface = pygame.Surface(( block_size*4, block_size*4 )) #次ミノ表示
        self.clock = pygame.time.Clock()
        self.asobi = Game.MAX_ASOBI
        self.max_asobi = Game.MAX_ASOBI
        self.delete_time = Game.MAX_DELETE_TIME
        self.wait_before_mino = Game.MAX_WAIT_BEFORE_MINO
        self.field = [[ None for i in range(Game.WIDTH)] for j in range(Game.HEIGHT+2)] #10*20のマス。Noneが空、[0-6]が色。
        self.minogen = MinoGenerator( self.field )
        self.mino = self.minogen.next()
        self.next_mino = self.minogen.next()
        self.score = Score(self.screen)
        self.mino_length = RenderableNumber(self.screen, "mino", (200,160))
        self.deleted_length = RenderableNumber(self.screen, "line", (200, 190))
        self.controller = ControllerManager()
        self.start_time = pygame.time.get_ticks() #これとの差分から経過時間を。
        
        self.sounds = {
            "appear0": pygame.mixer.Sound("appear0.wav"),
            "appear1": pygame.mixer.Sound("appear1.wav"),
            "rotate_r": pygame.mixer.Sound("rotate_r.wav"),
            "rotate_l": pygame.mixer.Sound("rotate_l.wav"),
            "delete0": pygame.mixer.Sound("delete0.wav"),
            "delete1": pygame.mixer.Sound("delete1.wav"),
            "delete2": pygame.mixer.Sound("delete2.wav"),
            "delete3": pygame.mixer.Sound("delete3.wav"),
            "delete4": pygame.mixer.Sound("delete4.wav"),
            "fall": pygame.mixer.Sound("fall.wav")
        }
        
        self.render()
        self.render_next()
        
    def main_loop(self):
        while(True):
            if pygame.event.get(QUIT) or self.controller.to_quit():
                return
            
            if self.mino:
                self.tick() #FPS
                #遊びを減らす
                self.asobi -= 1
                if self.asobi < 0:
                    self.settle_and_next()
                    self.render()
                    next
                else: #回転→移動、順らしい。
                    #回転処理等
                    if self.controller.to_rotate_r():
                        self.rotate_r()
                    elif self.controller.to_rotate_l():
                        self.rotate_l()
                    if self.controller.to_settle():
                        self.settle_and_next()
                    #移動処理
                    if self.controller.to_move_l():
                        self.move_l()
                    elif self.controller.to_move_r():
                        self.move_r()
                    
                    if self.fall():
                        self.sounds["fall"].stop()
                        self.sounds["fall"].play()
                    self.render()
                    next
                    
    def settle_and_next(self):
        """ self.mino を self.field に固定し、新ミノを出す """
        for block in self.mino.get_block_positions():
            self.field[block[1]][block[0]] = self.mino.__class__.color_id
        self.mino = None
        self.render()
        if self.delete_line(): #delete_line()は消える列があれば消してTrueを返す
            self.render()
            self.wait( self.delete_time )
        self.wait( (self.wait_before_mino) )
        self.mino = self.next_mino
        self.asobi = self.max_asobi
        #回転チェック
        pygame.event.pump() #おまじない
        kp = pygame.key.get_pressed()
        if kp[KEY_ROTATE_R]:
            if self.mino.rotate_r():
                self.sounds["rotate_r"].play()
            else:
                self.sounds["appear0"].play()
        elif kp[KEY_ROTATE_L1] or kp[KEY_ROTATE_L2]:
            if self.mino.rotate_l():
                self.sounds["rotate_l"].play()
            else:
                self.sounds["appear1"].play()
        else:
            if random.randint(0,1):
                self.sounds["appear0"].play()
            else:
                self.sounds["appear1"].play()
        
        self.next_mino = self.minogen.next()
        self.render_next()
        
        pygame.event.clear()
        self.mino_length += 1
        
        if not self.mino.can_alive(self.mino.get_blocks(), self.mino.position, self.field): #将来的にはコード変えたい。
            self.render()
            pygame.display.flip()
            raise GameOver(
                self.score.get(),
                self.deleted_length.get(),
                self.mino_length.get(),
                timedelta(milliseconds=pygame.time.get_ticks()-self.start_time)
                )
        self.fall()
        return
    
    def delete_line(self):
        """ 列を消す。消した列数を返す。 """
        deleted = 0
        for line in xrange(len(self.field)):
            is_filled = True
            for block in self.field[line]:
                if block == None:
                    is_filled = False
            if is_filled:
                del self.field[line]
                self.field.insert(0, [None for i in xrange(self.WIDTH)])
                deleted += 1
        if deleted:
            self.score += [0,100,300,700,1200][deleted] #点数
            pd = self.deleted_length.get()
            self.deleted_length += deleted
            if  pd/10 < self.deleted_length.get()/10: #桁が増えたとき
                self.max_asobi -= 1
                if self.deleted_length.get()/10 % 5 == 0: #50行ごとに待ち時間を減らす
                    self.wait_before_mino -= 1
        self.sounds["delete"+str(deleted)].play()
        return deleted
    
    def move_l(self):
        self.mino.move_l()
    def move_r(self):
        self.mino.move_r()
    def rotate_l(self):
        self.mino.rotate_l()
    def rotate_r(self):
        self.mino.rotate_r()
    
    def fall(self):
        if self.mino.fall():
            self.asobi = self.max_asobi
            return True
        else:
            return False
    
    def tick(self):
        """ 1 フレーム """
        self.clock.tick( Game.FPS ) #FPS
        #入力状態の処理
        self.controller.update()
        #時計の描画
        position = (200,100)
        v = (pygame.font.Font(None, 18)).render( str(timedelta(milliseconds=pygame.time.get_ticks()-self.start_time))[2:-3], True, (255,255,255), BG_COLOR)
        self.screen.fill( BG_COLOR, (position, (v.get_width()+10, 18)) )
        self.screen.blit( v, position)
        
        pygame.display.flip()
    
    def wait(self, frame):
        for i in xrange(frame):
            self.tick()
    
    def _render_block(self, position, color):
        """ position = (x,y) のマスを描画する """
        pygame.draw.rect(self.surface, color,
                                    pygame.Rect(
#                                                        (self.block_size*position[0], self.block_size*(position[1]-2)),
                                                        (self.block_size*position[0], self.block_size*(position[1])),
                                                        (self.block_size, self.block_size)
                                    ))
    def render(self):
        """ メイン画面を描画する。ただし実際の描画はGame.tickで。 """
        self.surface.fill( (0,0,0) )
        # 固定済みブロックの描画
        for ln in xrange(len(self.field)-2):
            line = ln+2
            for masu in xrange(len(self.field[line])):
                if( self.field[line][masu] != None ):
                    self._render_block( (masu, line-2), MINO_SETTLED_COLORS[self.field[line][masu]]  )#(220,220,220) )
        # 操作中のミノの表示
        if self.mino:
            for block in self.mino.get_block_positions():
                self._render_block( (block[0], block[1]-2), MINO_COLORS[self.mino.color_id])#(255,255,255) )
        # screen に書き付ける。
        self.screen.blit(self.surface, (10,20))
        #pygame.display.flip()
    
    def render_next(self):
        """ 次ミノを描画する """
        self.next_surface.fill((0,0,0))
        for block in self.next_mino.blocks[0]:
            pygame.draw.rect(self.next_surface, MINO_COLORS[self.next_mino.color_id],
                                        pygame.Rect(
                                                            (self.block_size*block[0], self.block_size*block[1]),
                                                            (self.block_size, self.block_size)
                                        ))
        self.screen.blit(self.next_surface, (120,20))
        pygame.display.flip()

class GameOver(Exception):
    def __init__(self, score,line,mino,time):
        self.score = score
        self.line = line
        self.mino = mino
        self.time = time
    def __str__(self):
        return "GAME OVER -- socre:" + str(self.score)

class ControllerManager:
    ASOBI = 6 #移動の遊び
    def __init__(self):
        self._state = {
            "quit" : False,
            "rotate_r" : False,
            "rotate_l" : False,
            "move_r" : False,
            "move_l" : False,
            "settle" : False
        }
        self.asobi = ControllerManager.ASOBI
    
    def update(self):
        for item in self._state:
            self._state[item] = False
        
        for event in pygame.event.get(KEYDOWN):
            if event.key == K_ESCAPE:
                self._state["quit"] = True
            elif event.key == KEY_ROTATE_R:
                self._state["rotate_r"] = True
            elif (event.key == KEY_ROTATE_L1 or event.key == KEY_ROTATE_L2):
                self._state["rotate_l"] = True
            elif event.key == K_DOWN:
                self._state["settle"] = True
        pygame.event.clear(KEYDOWN)
        
        pygame.event.pump() #おまじない
        kp = pygame.key.get_pressed()
        if kp[K_LEFT]:
            if self.asobi == ControllerManager.ASOBI: #コンコン
                self._state["move_l"] = True
            if self.asobi > 0:
                self.asobi -= 1
            else:
                self._state["move_l"] = True
        elif kp[K_RIGHT]:
            if self.asobi == ControllerManager.ASOBI: #コンコン
                self._state["move_r"] = True
            if self.asobi > 0:
                self.asobi -= 1
            else:
                self._state["move_r"] = True
        else:
            self.asobi = ControllerManager.ASOBI
    
    def to_quit(self):
        return self._state["quit"]
    def to_rotate_r(self):
        return self._state["rotate_r"]
    def to_rotate_l(self):
        return self._state["rotate_l"]
    def to_move_r(self):
        return self._state["move_r"]
    def to_move_l(self):
        return self._state["move_l"]
    def to_settle(self):
        return self._state["settle"]

def main():
    pygame.mixer.pre_init(channels=1, buffer=1024)
    pygame.init() # pygameの初期化
    screen = pygame.display.set_mode( (SCR_W, SCR_H) ) # 画面を作る
    pygame.display.set_caption('TENUKIS') # タイトル
    
    screen.fill( BG_COLOR )
    
    pygame.display.flip()
    
    game = Game(screen)
    try:
        game.main_loop()
    except GameOver as go:
        pygame.time.wait(1000)
        print "Score:%d by %d lines from %d minos in %s" % (go.score, go.line, go.mino, str(go.time)[:-3]) 
        return

if __name__ == '__main__': main()
# end of file

*1:たぶん event.clear のタイミングとかだと思うんですけど。